I'm creating an activity tracker similar to the "Moves" app that seeks to track steps, distance, calories and active time.
For Iphone5s+ devices, I am using the built in M7 chip to determine Steps, and then making estimates at the rest from that. For M7 devices I never use GPS. There is basically no battery drain and the interpolated numbers are reasonable enough for the need. This gets walking/running data reasonably enough.
However to support Iphone5 and Iphone4 at least, I need to use GPS to get location and then interpolate steps and calories from the distance. I'm running into significant battery drain issues (somewhat expected), and am seeking advice on how to minimize this. I'm also using the accelerometer in addition to speed to help make an educated guess on activity type (walking,running,biking,transport)
Some things I've tried for GPS optimization:
Deferred Updates: The Iphone5 and a minimum version of IOS supports this. The code to do this is straight forward, however whether the device actually uses it is questionable. I've only seen it work on 1 out of 4 devices, where it does regularly. 3 other devices have never deferred updates from the same code. Another user suggested other apps prevent the device from sleeping, including when I had "Moves" also installed. This thus hasn't helped much beyond theory.
Reduce Accuracy: reduce the accuracy of continuous location polling. I started at High, but reduced to 10m, then hundreds of meters, etc. This doesn't seem to help and polling still seems to occur at a regular interval anyway.
startMonitoringSignificantLocationChanges: In order to reduce endless gps polling when the user may not be moving for hours at a time (especially at night), I switched from continuous polling to significant changes only after the device stopped moving for an arbitrary 2 minutes. I then re enable continuous tracking after any significant location update. This works pretty much as expected-- if it stops tracking then battery drain slows, and when it resumes continuously, battery drain resumes. Further, if a user starts walking, there is no guarantee of a significant motion event for some time. This is very poor for accuracy. Sometimes it doesn't seem to resume at all.
I've been relatively impressed that the "Moves" app, among others is able to track location so well with respectable battery drain. It can go most of a day until needing a charge. With my code, users have reported full battery drain in a couple of hours.
What kind of optimizations could be used to improve this but still maintain a reasonable accuracy in tracking movement?
PROGRESS UPDATE:
startMonitoringSignificantLocationChanges. I set this up with a timer that switches to significant monitoring after 2 minutes of inactivity (not moving). Normal location tracking is then resumed again on any significant change, or when the app becomes active from reopening. This seems to work well. My phone still goes from 100% to 10% in 8 hours overnight of sitting around. It is an old iphone with some battery troubles, but normally it might just lose 30-40% uncharged overnight with no apps running. I need to test more, but startMonitoringSignificantLocationChanges still seems to use some battery.
Further, startMonitoringSignificantLocationChanges has some expected accuracy issues in terms of when it restarts the app. In rural setting, it can go several kilometers before restarting. This could be okay for a long drive, but if I want to catch a 30 minute walk, it may miss that entirely. In urban setting it seems to kick in within 2-3 blocks of movement, which is reasonable.
Even if I used continuous location tracking that stopped+started on a timer to check for movement, I'd still likely have worst case of a minute of lag between restarts before resuming continuous logging.
PROGRESS UPDATE 2:
Significant change updates described above have a fatal flaw for me: they don't always start fast enough. Sometimes it takes 1-2 miles it seems!
As an a better approach, I've tried keeping continuous location updates on, but toggling the "desiredAccuracy" property from high to low accuracy when the device is not moving. This should essentially turn the GPS receiver off during inactivity. I've been experimenting between 100meter and 1km accuracy for inactivity with promising results. It does seem to use slightly more batter than only using significant change monitoring, but it seems more responsive as well.
Nothing of your above proposed solutions works.
You need GPS, and that is enabled if you speficiy full precision (CLLocationAcuracyBest).
if I remeber correctly there is a difference betwween CLLocationAcuracyBest and CLLocationAcuracyBestForNavigation that way that the latter uses additonaly the acceleration sensor, which in sum uses more battery.
There is no half battery GPS mode!
A GPS chip is enabled or not.
For distance counting you need GPS, cell Tower and Wlan locations will not work.
And only the cell tower an Wlan locationg can save battery.
On Iphone4 such an full precision GPS App (e.g my) lasts about 8 hours untill the battery is low.
8 hours are enough, if the user has a benefit of the app.
Related
Setup:
CADisplayLink on main thread, configured to fire every interval
iOS 10.2
OpenGLES 2.0
iPhone 6
.
-(void)callbackFromCADisplayLink:(CADisplayLink *)dl
{
u64 tStart = high_res_clock_now();
<Process input, advance game world, prepare graphics commands>
// Frame processed
u64 prePresentElapsed = high_res_clock_now() - tStart;
[myEAGLContext presentRenderbuffer:GL_RENDERBUFFER];
// Graphics commands submitted
u64 postPresentElapsed = high_res_clock_now() - tStart;
}
What I'm finding is:
prePresentElapsed is consistently in the 0.5-2.5ms range.
There are essentially 2 graphics modes:
"Fast mode": where postPresentElapsed is consistently in 1.5-4ms range
"Slow mode": where postPresentElapsed is consistently hovering at 16ms
The system starts in "Fast mode", but degenerates to "Slow mode" seemingly randomly (doesn't appear to be associated with a large frame spike), and then stays in "Slow mode" until the app is put into inactive/background state, then back into active state.
Clearly, it appears presentRenderbuffer is blocking due to downstream effects of vsync.
Questions:
What causes the switch between modes?
How can I reliably stay in "Fast mode"
iOS is very active in modifying the clock speed of the CPU and GPU. As far as the OS is concerned, the ideal state is for your app to run consistently at 60fps with the lowest possible clock speed (which sounds like what is happening in your slow mode)
When your app launches, the clock speed starts out high, once things have had a little while to settle down, the OS gets the measure of your app and slows the clock speed down as much as it possibly can without affecting the user experience. It does this to save the users battery and keep the device cool.
It's quite frustrating, because there's no way to disable, control or even monitor this behaviour as far as I'm aware, so it makes performance measurement a lot harder. It also means that you're bound to miss the odd frame when the app has a busy frame, because the clock speed management won't be able to raise the clock speed until it's too late.
I'm using ios mapkit for my project. Basically, I'm trying to notify the user when he arrives at a given location. What I do here is I get the distance to the destination and if it's somewhere around 20 meters I'm calling a REST API which will send a push notification to another user. This works fine if the app in the foreground. But how can I do this while the app is in the background? I know there are background modes in the ios. But I can't figure out which mode going to fit here
Thanks
Having tested and deployed region monitoring in production code, I can tell you its bad for walking. It relies on cell towers and the alerts are very flakey at fence sizes of less that 150-200 meters, which is a long way to walk. We initially tried 30 meters and the results were disastrous with tons of false negatives and a few false positives. If you really want to detect 20 meters then you need to use GPS mode, which is drains the battery but its the only thing that has that kind of granularity.
I am by no means an iOS developer, and am just hacking something basic together for myself. Sorry if this is too beginner of a question.
I'm trying to collect my own location data from my phone to my own back-end service. Looking around, I found a sample project to collect location info: https://github.com/chriseidhof/PostGPS/
From the looks of things, this project uses significant location update, so even though I changed my desired accuracy to 100 meters, the app will still only provide update when enough cell towers have changed.
Instead, I'm thinking of using geofencing (CLCircularRegion) by creating grids of 3x3 geofences with 500 meter radius (with maybe a 50 meter overlap between each region), and each time I exit the central region, a new set of 3x3 geofences gets generated.
My questions are as follows:
Is this (the deleting and re-fencing part) a correct use of geofencing on iOS?
Is this going to be more accurate than what I currently have?
Will this significantly negatively affect my battery life?
The problem with using geofencing is that you can't monitor more than 20 regions at a time(OS limitation). It's better to use significant location changes. It is triggered while you're in foreground or background and the location is updated if the cell tower has changed or you have opened the app while the app was not in memory. But this method will be triggered only in the intervals of 15 mins. So even if the cell tower changes rapidly, this method will be invoked only once in 15 mins.
So if you want to update the location in background keeping in mind the battery usage as well, use significant location api.
I'm trying to understand how you are supposed to detect proximity changes in the background.
The only window I get to range is when I enter a region, but this might be pretty far away.
I would like to present something when the user enters "near" or "immidiate", but if you get "didEnterRegion" at far, than stand around, then approach the beacon, you don't get any more ranging time, because you are still in the same region.
Is there a way to either extend the "ranging" time to let the user get near the beacon, or can you make "enterRegion" happen at a different proximity than "far"?
Background ranging time is limited to a few seconds as Charles says in his answer.
If you need to delay action until you are in the immediate region, then you must use iBeacons that allow you to reduce the transmit power so the transmission radius is smaller. The RadBeacon product from RadiusNetworks has this configurability for this exact purpose.
If you configure a RadBeacon for minimum transmit power, your phone will not detect it until it is a few feet away, sending you the entry event and starting your limited ranging window at that time.
Full disclosure: I am Chief Engineer for Radius Networks.
This walkthrough shows how to do what you're asking. I'm in the process of adapting and testing it for iOS 8, but the resulting app works well on iOS 7, pushing local notifications whenever the proximity changes.
In the best practices section in Apple's Getting Started with iBeacon guide it mentions that ranging API should not be used in the background.
• Ranging API are not expected to be used in the background. For best results, ranging should
be used when your app is frontmost and the user is interacting with your app.
Could be a shortcut to app rejection, so take caution.
Given this, you shouldn't really be expected to determine proximity when in the background. I'm also employing the low signal technique, but it becomes a little trickier to differentiate between beacons when you only use one monitored region for multiple beacons...
What's possible with iBeacons in background is pretty limited.
What you can do is monitor regions in the background (which gives you the didEnter / didExitRegion events).
You can also switch on ranging for the beacon and, for the 10 or so seconds after you get a beacon enter / exit event from region monitoring you will also get ranging info (i.e. the immediate / near / far data).
Perhaps you could trigger a local notification at that point to try to get the user to bring your app into foreground - then you'd be able to get the ranging data. If not then, based on my tests, you're only going to get the 10 seconds of ranging data.
To your question about adjusting the ranging time or adjusting the enterRegion proximity - no, these aren't possible in the current version of iOS.
I want to know the accuracy and the distance filter of the low-power significant change location service (i.e if I use startMonitoringSignificantLocationChanges how much it's accurate, and what is the distance of the significant change)?
I need some experimental (non documentary) info from real time apps
I had a chance to speak with the Apple Location Engineers at WWDC this past year and this is how it was explained to me.
The significant location change is the least accurate of all the location monitoring types. It only gets its updates when there is a cell tower transition or change. This can mean a varying level of accuracy and updates based on where the user is. City area, more updates with more towers. Out of town, interstate, fewer towers and changes.
This is also the hardest location type to test for since you can't use the simulator either. I'm not sure if they have fixed it to work with the GPX files for 6.0, but the significant location change api did not work at all in the simulator prior to iOS 6.
I have tried to avoid using the signification location change for many of these reasons. Sometimes it can't be helped. I ended up using the region monitoring API's as they are far more accurate and just as good on battery life. Hope this helps.
From the Apple documentation:
This interface delivers new events only when it detects changes to the
device’s associated cell towers, resulting in less frequent updates
and significantly lower power usage.
There doesn't appear to be much more specific information available about the exact accuracy, so I would assume you have accuracy roughly equivalent to the approximate distance between cell towers in the area that the iOS device is currently located in (which is shorter in more highly populated areas).
I had to build an app back then that uses cell tower significant location changes.
Short answer: very inaccurate.
I was clearly crossing the boundaries of my region.
From what we observe in our app, it can be a few hundred metres to a few kilometres off. Our testing was in the city area, cell towers in suburbs parellel to the train tracks and other suburban cell towers.
Pretty rough.
It was consistent most of the time. I notice that every time I was about to go into the tunnel to the underground train station, it would fire off my 3 region crossing notifications that I have setup for the CBD city area.
I'm using Xcode 4.6.2, and you can indeed simulate significant location change on this simulator.
In the iOS Simulator, the menu entries you need are Debug->Location->Freeway Drive.
Caveats (I welcome being told I'm wrong):
1. After a long while, there seem to be no more significant location change events.
2. You can only drive a pre-defined route in the general Cupertino/SF area. If all you care about is significant location change, that's fine.
Be careful, although you can access the speed property of the location got from the significant location update, it's useless! the simulator actually gives the speed but in real devices the speed is not available because location got from cell towers will not include the actual speed(unlike GPS). more the that as said before the location itself is very inaccurate it can be a few km off.
Be aware of that.
The only way to get the speed is have two cllocation and compute the speed manually